In this study, we will only be looking specifically at direct ramp spells that cost 3 or less, so that we can play them on turn 3 or earlier. When building your Commander deck, pay attention to the mana curve. The mana curve represents the distribution of cards based on their mana value (formerly converted mana cost). Look to have a mix of low, medium, and high-cost cards to ensure a balance of early, mid, and late-game plays. Analyzing your mana curve helps you find the optimal balance between lands and spells, which in turn increases your deck’s consistency.
Mana Dorks are euphemisms for Creatures that are able to generate Mana on their own, such as Llanowar Elves , Elvish Mystic and others. Because generating Mana is a core characteristic of the colour Green, you’ll find many of these dorks in Green, though Red also has a sub-theme of generating bursts of Mana (though at a cost). Unfortunately if you’re running Blue, White or Black, Mana dorks are going to be hard to come by, and that’s when you rely on rocks instead. But there is something that does the job of land while also allowing you to accelerate your board, ramp. Ramp is much better than land because you can play more than 1 a turn.
To do this, we used deckstats probability calculator to show how your land count will look. As such, we came up with a formula to help players build efficient decks. There are no hard and fast rules for the amount of lands to include in a two-color versus a five-color Commander deck.
If you are playing more than a couple cards with mana costs of five or higher, increase the number of lands. For starters, if you’re using a lot of cards that can create extra mana, whether that be mana rocks or ramp cards, then you can occasionally use fewer lands. This is also true if you’ve got ways to make your spells cheaper like Jodah, Archmage Eternal or Warden of Evos Isle. If you’re new to Magic or the Commander format, following this general guideline of 37 Lands and 7 ramp spells will get you up and running nicely.
Second, since combos edh the Commander format is typically played with more players, you need to be prepared for longer games. Additionally, the format is designed for multiplayer games, which means that games tend to last longer and require more resources to win. Understanding the Commander format is key to determining your land count. Utility lands are always valuable to have and tons of mana for the late game is also valued. The nature of land bases hasn’t changed for Brawl compared to its Commander predecessor in that respect.
In the beginning, it was 40 lands, then 35, and now people say anywhere around 33-40. This can make it more difficult for your opponents to disrupt your game plan. Another way to enhance your Commander deck is to adapt to control strategies.
It is important to strike a balance between lands and other types of cards, as having too many or too few lands can both be detrimental to your deck’s performance. Conversely, if your deck has a lot of low-cost spells, you may be able to get away with including fewer lands. Another starting point is to include one land for every two to three mana value in your deck. For example, if your deck has an average mana value of three, you would include 33 to 50 lands.
Mana Dorks
Tons of big stuff means you need tons of mana and can call for tons of lands to complement this. Your mana curve is often the easiest way to find your starting point for how many lands you need. Mana dorks are creatures that tap for mana, often named because of the original mana dork, Llanowar Elves.
Cycling Cards
We have the new Evereth, Viceroy of Plunder or Rakdos, the Muscle. I think Lyzolda is more interesting than other Rakdos sac commanders. She specifically wants you to sacrifice creatures that are both red and black to her ability. There is no maximum deck size, however, the player must be able to shuffle their deck unassisted. Players may transfer cards between their sideboard and their main deck after each round of a match. Commander also has its own “banned list” of cards, separate from any other format which is controlled by the Commander Rules Committee.
How Many Lands Should Be In A 60 Card MTG Deck: A Definitive Guide
A Commander must be a legendary creature and remain in the Command Zone. Creatures are, however, easy to destroy, particularly as many of the mana producing ones have low toughness like Birds of Paradise or Llanowar Elves. Considering that, the 40% lands rule is still fairly close to normal (lightened obviously for the reasons above).
They’re commonly used to help ramp up your available mana pool and act as additional mana sources. Examples of popular mana rocks include Sol Ring, Signets, and the Talisman cycle. Aim for 10 to 15 mana rocks in your deck, though the quantity may vary based on your deck’s needs and your commander’s mana cost. Keep in mind that these numbers may vary depending on your deck’s strategy and mana curve. In general, you should aim for 33 to 40 lands in your deck, alongside your other mana sources like mana rocks and ramp spells.
There are two general classifications for ramp spells – direct and indirect ramp. Direct ramp are cards such as Cultivate, Farseek, Three Visits, Kodama’s Reach that pull Lands out of your Library and into the Battlefield. That means you’re ahead of curve by having an additional Land put into play while also thinning your deck (slightly) to reduce the chances of drawing a Land later in the game. You can also consistently re-use this extra Land in all your subsequent turns.
I’ve run land decks successfully, but usually you see with some of the previously mentioned accelerators. Some of the cheapest dual lands in MTG include Snarls, Bouncelands, Zendikar Creature Lands, Checklands, Temples, Thriving Lands, Tango Lands, and New Capenna’s Hideouts. However, it is recommended to have around 37 to 40 lands in a Commander deck. Some of the best dual lands include OG Dual Lands, Fetch Lands, Shock Lands, Battlebond Lands, Pain Lands, Check Lands, Pathway (MDFC) Lands, and Filter Lands. Dual lands, especially the Revised Dual Lands, are considered important for a deck and are sought after by players.